Quoting Joey Beutel <mejobo@comcast.net>:
What do you mean by 'how to make characters less powerful?'
I mean, no one ever says, "These characters are to powerful. I think we
should do something so that they're less so." I have seen no proposals for
this.
What I do see is people trying to put more numbers on their character
sheets.
I have a problem with that that is directly tied to what I see as
advantages of the system. A TFT character sheet is pretty simple at its
base (unless you're in a game that's pedantic about carrying capacity and
armour degradation). You have a name and a race. You have 3 attributes,
and their adjustments. You have MA, which is calculated. You have your
Talents and Spells (a short list in a canonical game). And you have some
equipment. That's not a lot of info. Because it's not a lot of info, you
must roleplay to have the maximum amount of fun (or you're just playing
out combats, which is fine, too).
When you start adding more numbers to the sheet, the tendency is to begin
playing the numbers instead of the character. I don't like that. And
there's really no need to. There's enough possibilities that another
number on your sheet isn't going to make the game any more fun.
Let's see if I can come up with a 'less powerful' proposal...
OK, here's one. Missle Spells are way too powerful because a character
could put all their strength into it. A 10 ST Lightning spell does an
average of 35 points. That' enough to off a 4-hex dragon or a standard
Giant in one shot. Not only that, but the character gets all the XP, and
there's none for anyone else in the party. So we should limit the amount
of ST in a Missle Spell to a quarter of the character's current ST. After
all, as they get weaker, they shouldn't be able to cast as powerful a
spell.
That's a 'less powerful' proposal. Not that I advocate for it.
Neil Gilmore
raito@raito.com
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